Internal_DrawMeshMatrix() private method

private Internal_DrawMeshMatrix ( Internal_DrawMeshMatrixArguments &arguments, MaterialPropertyBlock properties, Material material, Mesh mesh, Camera camera ) : void
arguments Internal_DrawMeshMatrixArguments
properties MaterialPropertyBlock
material Material
mesh Mesh
camera Camera
return void
コード例 #1
0
        public static void DrawMesh(Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows, [UnityEngine.Internal.DefaultValue("true")] bool receiveShadows)
        {
            Internal_DrawMeshMatrixArguments internal_DrawMeshMatrixArguments = default(Internal_DrawMeshMatrixArguments);

            internal_DrawMeshMatrixArguments.matrix         = matrix;
            internal_DrawMeshMatrixArguments.layer          = layer;
            internal_DrawMeshMatrixArguments.submeshIndex   = submeshIndex;
            internal_DrawMeshMatrixArguments.castShadows    = (int)castShadows;
            internal_DrawMeshMatrixArguments.receiveShadows = ((!receiveShadows) ? 0 : 1);
            Graphics.Internal_DrawMeshMatrix(ref internal_DrawMeshMatrixArguments, properties, material, mesh, camera);
        }
コード例 #2
0
ファイル: Graphics.cs プロジェクト: yiifans/UnityDecompiled
        public static void DrawMesh(Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows, [UnityEngine.Internal.DefaultValue("true")] bool receiveShadows, [UnityEngine.Internal.DefaultValue("null")] Transform probeAnchor, [UnityEngine.Internal.DefaultValue("true")] bool useLightProbes)
        {
            Internal_DrawMeshMatrixArguments internal_DrawMeshMatrixArguments = default(Internal_DrawMeshMatrixArguments);

            internal_DrawMeshMatrixArguments.matrix         = matrix;
            internal_DrawMeshMatrixArguments.layer          = layer;
            internal_DrawMeshMatrixArguments.submeshIndex   = submeshIndex;
            internal_DrawMeshMatrixArguments.castShadows    = (int)castShadows;
            internal_DrawMeshMatrixArguments.receiveShadows = ((!receiveShadows) ? 0 : 1);
            internal_DrawMeshMatrixArguments.reflectionProbeAnchorInstanceID = ((!(probeAnchor != null)) ? 0 : probeAnchor.GetInstanceID());
            internal_DrawMeshMatrixArguments.useLightProbes = useLightProbes;
            Graphics.Internal_DrawMeshMatrix(ref internal_DrawMeshMatrixArguments, properties, material, mesh, camera);
        }